@BeastHunter @X99STRIKER Remember to set the interactionType of the switches. I mention that in this video
.
In the case of the mentioned post which can be found fixed here, you want it set to Toggle. If the switch/button is controlling a default AG, then interactionType does not need to be added. However if you set the input to something other than an AG, interactionType needs to be set or the switch/button will act like it is set to Continuous.
Open the plane's xml file in a text editor, find the part with the attribute of scale="0,0,0", and change it to something else, like scale="1,1,1". Save the file, and load the plane in the designer.
Bug Report: Cylinder Grips cannot be interacted with at all. No highlight, nothing. Video of behaviour. Note the time it seemed to move with the cursor is when I throttled up normally. Craft for inspection. Device used.
@EdamCheese6 Mine actually isn't working that well. I can't enter a number less than 10000 because the number entry system goes from left to right and doesn't accept the first number being a 0. Also there are a few other bugs.
.
When I post any teasers using this new system (and the plane itself), I will be sure to credit you.
@BeastHunter Yeah I myself sometimes want a big 'turn it all on' switch for when I want to test something. It's a little annoying sometimes to go through a 20 minute startup sequence just to notice you need to make a small edit to the autopilot code.
.
So yes, I will make a version with a big fat switch to turn it all on.
@SupremeDorian Ermm... the rules link is broken. It should be https://simpleplanes.com/About/Rules, not https://simpleplanes.com/rules. Just wanted to let you know!
@Dathcha I was actually trying to figure out if BodganX had a picture in his bio that wasn't showing up. When looking at the source code, I noticed the code for the report function, and noticed the incorrect spelling.
@dINE I actually can't access fuel from tanks, I can just do pretend things. Like imagine the cross feed is always open. Using way too much FT I can write some code which makes engines shut off if certain pretend tank levels are empty.
And about the fuel consumption - not a problem. I can just grab a stock engine and have that nudged inside these engines. I'd rather have a working fuel indicator with no fuel consumption than no working fuel indicator with fuel consumption.
Exception quality for someone of your points. I would recommend turning off the auto centre on the cameras because I couldn't look around in the cockpit (i.e. to click controls). Great use of the craft instructions page, and overall a pretty good plane.
@TatsuTheOtaku Thanks! It's a 787-767 blend nose, (four windows), 787 landing gear, 767-737 wings (winglets), and the tail doesn't exist (yet). It's actual name is SWL-120.
@vSoldierT about your aircraft, some generic suggestions are:
- Disable drag (calculateDrag = false) on all but a few parts such as inlets. Increase dragScale to keep realistic drag.
- Optimize variables/code if applicable (for me I got 2000 variables down to 1000 and later 700 with optimization, although this is probably unique to me)
- Avoid excessive trigonometry calculations, as these are up to 200 times more performance intensive than other operations like multiplication or division (this is one of the reasons why my text label screens are so laggy). I'm not saying remove every single one, as many codes require them, but don't just put like 500 lines of sin(PitchAngle) in a label and expect it to have no lag.
@vSoldierT There are currently two types of cockpit screens (cockpit screens being 2x PFD, 2x navigation display, and 1x multifunction EICAS display). One uses labels (mentioned here), while the other uses mod parts to drastically improve performance. In fact, my FPS doubles from 30 to 60 if I remove the laggy label screens and replace them with my mod screens. The mod screens basically just move textures around, which has almost no performance impact.
@Dissent3R I have no clue; all my stuff is fictional with irl inspiration because I suck at making replicas; I like building for fun and doing whatever is easiest in SP
@jamesPLANESii mine's kinda of an abomination. Engine power increases with speed and altitude and I plucked some random dragScale value and put in on the one part with drag. It works and I haven't touched it in 2 years
@T8flight Same, like all my let's plays.
+2Test comment.
+2This tutorial is better than mine.
+2@Rsouissi Oh yeah...
+2.
Still thinking about the actual FT, but you take the code rate(Fuel) and divide it by the number of engines.
@BeastHunter @X99STRIKER Remember to set the interactionType of the switches. I mention that in this video
+2.
In the case of the mentioned post which can be found fixed here, you want it set to Toggle. If the switch/button is controlling a default AG, then interactionType does not need to be added. However if you set the input to something other than an AG, interactionType needs to be set or the switch/button will act like it is set to Continuous.
@BeastHunter Hmmmm...
+2Open the plane's xml file in a text editor, find the part with the attribute of scale="0,0,0", and change it to something else, like scale="1,1,1". Save the file, and load the plane in the designer.
+2Bug Report: Cylinder Grips cannot be interacted with at all. No highlight, nothing. Video of behaviour. Note the time it seemed to move with the cursor is when I throttled up normally.
+2Craft for inspection.
Device used.
If you want a FA-18C, check out this post.
+2It needs to be a boolean.
+2EjectionAct > 0
@BaconEggs Ok.
+2.
Great plane, and I really like the use of the variables system for things like the engine startup and similar. Fun lil thing to fly.
@Kakhikotchauri1 I've uploaded them to Google Drive, [link removed].
+2.
Please let me know when you have downloaded them, so I can delete them.
@EdamCheese6 Mine actually isn't working that well. I can't enter a number less than 10000 because the number entry system goes from left to right and doesn't accept the first number being a 0. Also there are a few other bugs.
+2.
When I post any teasers using this new system (and the plane itself), I will be sure to credit you.
@MOPCKOEDNISHE Ok, I understand
+2I have created a slight modification which adds a switch to power a "starter motor".
+2You can get it here
@Boelin That was the general idea, to create a plane with all the realistic complicated systems, and a realistic startup sequence.
+2Very nice for a first build!
+2Ah, easy.
+2Build the gear system you described.
Ensure the speed of the door rotators is 50%.
I have the codes somewhere, I'll get them in a bit.
@BeastHunter Yeah I myself sometimes want a big 'turn it all on' switch for when I want to test something. It's a little annoying sometimes to go through a 20 minute startup sequence just to notice you need to make a small edit to the autopilot code.
+2.
So yes, I will make a version with a big fat switch to turn it all on.
@SupremeDorian Ermm... the rules link is broken. It should be https://simpleplanes.com/About/Rules, not https://simpleplanes.com/rules. Just wanted to let you know!
+2@Dathcha I was actually trying to figure out if BodganX had a picture in his bio that wasn't showing up. When looking at the source code, I noticed the code for the report function, and noticed the incorrect spelling.
+2My gaming channel has an intro, but it's only like 10 seconds long.
+2@dINE I actually can't access fuel from tanks, I can just do pretend things. Like imagine the cross feed is always open. Using way too much FT I can write some code which makes engines shut off if certain pretend tank levels are empty.
+2@Bellcat The real problem is he used the HUD without credit at all.
+2Presses undo
+2Video ends
@MOPCKOEDNISHE Thank you!
And about the fuel consumption - not a problem. I can just grab a stock engine and have that nudged inside these engines. I'd rather have a working fuel indicator with no fuel consumption than no working fuel indicator with fuel consumption.
+2This is the best
+2In terms of detail, this is the best
There is a way to create folders yourself using xml, but the original forum got deleted.
+2Exception quality for someone of your points. I would recommend turning off the auto centre on the cameras because I couldn't look around in the cockpit (i.e. to click controls). Great use of the craft instructions page, and overall a pretty good plane.
+2What happened to the other 230974230452987540235728203475023 builds you made a teaser of?
+2It removes itself when the current version of the game is the version you have the beta of.
+2You just emulated a normal screen in a VR room, and ran normal SP.
+2I'm going to tell your great-great-great-grandkids that this was the 747.
+2@TatsuTheOtaku Thanks! It's a 787-767 blend nose, (four windows), 787 landing gear, 767-737 wings (winglets), and the tail doesn't exist (yet). It's actual name is SWL-120.
+2@KLM_747 I'm stuck on a 2.2 Ghz i7-8750H 8th gen laptop... with GTX 1050 4GB...
+2Please fix this mod. Half the stuff causes an insta-crash.
+2Enter 157.7.205.136 in server ip
Secondary server is 157.7.214.47
For more info read the mod post.
+2I saw this in MP
+2AWESOME!!!!!
+2Now
I
Know
How
To
Format text
+2Thanks for your explanation.
@Kendog84
+1Thanks, I'll take a look when I have a chance
@vSoldierT about your aircraft, some generic suggestions are:
+1- Disable drag (calculateDrag = false) on all but a few parts such as inlets. Increase dragScale to keep realistic drag.
- Optimize variables/code if applicable (for me I got 2000 variables down to 1000 and later 700 with optimization, although this is probably unique to me)
- Avoid excessive trigonometry calculations, as these are up to 200 times more performance intensive than other operations like multiplication or division (this is one of the reasons why my text label screens are so laggy). I'm not saying remove every single one, as many codes require them, but don't just put like 500 lines of sin(PitchAngle) in a label and expect it to have no lag.
@vSoldierT There are currently two types of cockpit screens (cockpit screens being 2x PFD, 2x navigation display, and 1x multifunction EICAS display). One uses labels (mentioned here), while the other uses mod parts to drastically improve performance. In fact, my FPS doubles from 30 to 60 if I remove the laggy label screens and replace them with my mod screens. The mod screens basically just move textures around, which has almost no performance impact.
+1what is this
+1@Dissent3R I have no clue; all my stuff is fictional with irl inspiration because I suck at making replicas; I like building for fun and doing whatever is easiest in SP
+1@jamesPLANESii good question
+1@jamesPLANESii mine's kinda of an abomination. Engine power increases with speed and altitude and I plucked some random dragScale value and put in on the one part with drag. It works and I haven't touched it in 2 years
+1@Yoloooooo This is the in-progress advanced one
+1clamp01(GS < 17.8816) * Yaw
+117.8816 is 40mph in m/s.
@vonhubert Good luck!
+1